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Messages - DoomMarine23

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41
I know I post in this thread a lot, but I figure my doom or quake buddies will get a kick out of this one.

As I've posted on the Discord, I made this model quite awhile ago, but it was for a Half-Life mod. I wasn't happy with the final model, and so instead of deleting it, I've given it new life in Turok. The textures still need work but I think its gonna be pretty cool. I'm a bit worried about the animations as well but I can figure that out later.


42
I need to study it more, but I know that it can change colors, I am not sure if it depends on the sprite the particle uses, or if that is simply ignored. It uses a mixture of the white color and black color settings to control the colors.

I am not sure if the lighting value itself can be brighter or darker and I need to test more.

I don't think negative values could work, and there is no directional lighting at all, as it covers the entire world space.

I also don't think it fades in/out smoothly. I suspect this same color/lighting system was used for the spiritual invincibility, which DOES smoothly transition.

So yeah, a lot more testing is required, I'll test out some of your direct questions and see how it goes.

43
Posted this on the Discord but I'm posting it here now, figured you guys would get a kick out of this.

I've made fake lighting for guns, by using the bflash variable on particles. This variable makes the entire screen light up to simulate lightning. It can also be controlled in a few other ways like colors, so I'll be adding onto this later.

I am going to try and find more ways to control it. Besides guns, explosions, and lightning, I think the next best use would be for flood lights. Like you're in a small room with tons of red emergency alarms, or perhaps in a lava filled area.


44
Turok Dinosaur Hunter / Re: Turok EX
« on: March 08, 2019, 03:47:23 PM »
Your biggest issue is going to be cracking open your Switch and being able to load modifications onto the game in the first place.

Your next big issue would be grabbing an ISO of the Switch version of the game and being able to extract the content from it, and then either injecting your modifications back into it, or making patch files.

So yeah, its a lot of work.

45
Sure, are you working on a first person model, or something that would exist in the world? They use different scales.

46
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: March 07, 2019, 03:56:57 PM »
Glad to see you've continued with this. When I get the time, maybe this weekend or next week, I am gonna look into documenting a few functions as well.

47
You probably just need to adjust your scale. Just grab a model from the game, if you need one, let me know and I'll do it for you.

After you get the model, import into your model editor, along with your new model, and just scale yours to match, and do your work in the unity editor again. Simple!

48
Depends on what you consider big. The leak is on several websites and includes a near finished version of the game, the Version 43 beta as shown by Sixtyfour's Youtube video posted by Jay Doomed, and the entire game's source code.

Additionally, it contains a few other things, a lot of uncompressed audio, a lot of unused audio, a compressed archive of game assets, a beta music track, and a few "Project Reality" rom demos, which was the development name of the N64.

So, the leak and what it contains is fairly big!

Now, do you mean big as in, did someone do anything? Well, that depends. I think the source code would be fun to learn from, but it'd be illegal to make a game from, and the Turok remasters already exist. The audio might be less controversial, but Darren Mitchell does not want his music re-uploaded or re-used, and I respect that. As for the sound effects, I guess that depends really, a lot of them are exactly the same ones featured in the game, and I think there is no real moral issue in taking uncompressed assets to replace compressed ones. Doesn't mean its legal though.

Finally, this leaves us with the graphics and levels. They're contained in a compressed custom format, much like the one used by the PC version but different. You're never going to be able to access that unless someone cracks it, and I don't think anyone who is able, is willing to. You could try to extract the textures through emulator plugins though.


So, I apologize for this long post, but I just wanted to explain it.

49
Just a small update on that Spas 12. I've added new sounds and animations. I won't be showing it off again for awhile as I don't wanna spam this channel and rather surprise everyone with a big update.


50
I've really been on a roll recently.




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